Afternoon
I have been experimenting with glass in Gi and am trying to understand why
the two inner sides of this glass are too dark. As the rendering
recursion
level is high at 18, it looks like the glass is simply reflecting on it's
self multiple times and ignoring the GI post brightness.
See pic attached. The scene has a constant illuminated sphere as its
environment, so the grey cannot be attributed to reflections of other
objects
Does anyone have a suggestion please for adapting maybe the standard glass
shader angle parameter (have tried with a curve controller with no
success)
or another operator within the glass shader to get rid of the overly grey
inner sides ?
Hold up a real glass to a white backdrop and you do not get that dark
contrast on the inner edges.
Many thanks and regards
Jason
Hi Jason,
I'm not 100% sure but it might be the GI contrast thing in the
GI_brightness_control posteffect. It's meant to enhance contrast but it's
not really realistic. But hey, the GI glass is infinitely better than it
used to be!
good luck, I'll do some tests with this myself,
Mark H